I just wanted to mention that the devs need to be careful when making unique units, because in long term after many dlc, it could start becoming quite overwhelming to play the game. Not every unit needs its own counter scheme. It will be very hard for new players to join the game if it’s too complicated and unintuitive.
The serjent shouldn’t be holding a shield because they are weak against archer. Shield normally means low damage from archer and it’s wrong unit design i think if they hold one. Very confusing. Fortunately there is a simple fix, just remove their shield. Heavy itself doesn’t warrant a shield (samourai palace guard) and they are weak against ALL ranged units so the heavy distinction isn’t super important to know.
I think the other confusing unit is the Condotierro, i would have preferred if they just make them a bit like landsneckt (but with different stats) in terms of counter because they look like them. Their armor and weapon look super heavy so it doesn’t make a lot of sense they would run so fast and be good against ranged units. I think if they wanted an anti siege, anti gunpowder unit it should have been cavalry. A kind of Horsemen that take 50% less from gunpowder would have made more sense and be more intuitive visually. As for Condotierro, when looking at them, it just seems like they should be light melee infantry with normal move speed that does aoe damage.
I think the other new units are mostly fine in their design. For example it’s a nice touch to add a shield on the heavy spearmen, very good visual design.